This makes it so the "selected" segment of the groove (towards the
slider origin) is drawn with a brighter color than the "empty" segment
(opposite from the origin). Since this obviously wouldn't work with
RGB #FFFFFF, and the color is too distracting anyway (it was pretty much
the only widget using the general *text* color), we now use the standard
UI border colors to match buttons, checkboxes and so on. This should
hopefully help with harmonizing Wesnoth's UI color scheme across the
board.
For this purpose we also introduce a macro for a darker/shaded disabled
text color, used for the unselected segment of disabled sliders.
The standing animation prevented the new unit type from appearing on the map. Once it showed, scrolling made it less noticable; so pre-scroll to Karrag and hold there for a while. Also, switching back failed to show immediately due to a missing redraw.
The scene makes no sense at all if you don't capture a village. So, if you sight the Masked Dwarves before you find Ollin, have him appear and run the conversation!
When you lose the last Mage from Master Perrin’s academy, you lose the ability to recruit Mages immediately instead of at the start of the next scenario.
Also, the check was omitted from S11.
Ratheln must remain a Hero thoughout this scenario since, if he dies, the end sequence suffers terribly. On EASY, for later scenario, he is no longer a Hero; simply Loyal.
It was possible to bypass Ratheln. Use enter_hex to stop the triggering unit, and extend the tripwire to the full height of the map. No need to check Ratheln is not there since this is a one-shot which creates him.
Separate commit because this is a logic change. Use the previous owner (owner_side) to determine if the village should spawn indigenous units. This removes a large number of variable artifacts.
There is essentially no time saving involved with doing it all in one
execution as all tables need to be reevaluated for each unit anyway in
order to adapt to potential changes due to ambushes or WML events. (The
latter is not all done yet, will be added in a follow-up commit.)
This key contains the color range ids of the standard colors in the default order.
Previously, classes such as the connect_engine would have to cast ints to strings and browse for the numerically id-ed
color ranges. Consequently, since there are only 9 ranges identified by that method, 9 became a hardcoded number of
colors in certain places. This key allows for greater control over order and content of the default colors.
There is essentially no time saving involved with doing it all in one
execution as all tables need to be reevaluated for each unit anyway in
order to adapt to potential changes due to ambushes or WML events. (The
latter is not all done yet, will be added in a follow-up commit.)
Previously, some functions saw invisible units, while others did not.
Moreover, this behavior could be triggered on and off for some
functions, but not for others, and the parameter to do so was not the
same in all cases.
Now, the default setting for all ai_helper functions is to ignore
invisible units and this can be turned on and off with the same
parameter, viewing_side, with the same syntax and meaning as for the
built-in functions wesnoth.find_path() and wesnoth.find_reach(). This
means hat it can be passed directly between those functions and all the
ai_helper functions.
* some variations and better cropping for aquatic castle walls
* more castle wall variations and cropping
* uncommented the line disabling the default brown bank images for castle-water transition, to cut down on image-per-hex count